Digimon 5e

by kyuuno

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Digimon 5e

I didn't write any of this, just formatted into GMBinder. All credits for the fanmade adaptation belongs to /u/colemon1991 . The intent of this is to present the Digidestined class and it's subtypes in a friendly format. Monster Manual, Digimon Stat Blocks and Tamer Cards are all on the original source link.

PC Building Tips

The following guide is meant to advise you on things to consider when building your Digidestined.

  • Step 1: Start with which subclass you prefer. Your Rookie Digimon may be restricted by your subclass choice.
  • Step 2: Consider your starting level. This will limit which Stages you will gain/start with. Choosing the best Mega is not always the logical choice if the campaign will never let you get there and having a great Champion might not be practical if your challenges require your Ultimate more.
  • Step 3: Consider reviewing your strategy based on the Digimon you are interested in. Maybe you want a Digimon resistant to necrotic damage or have an Apex Predator/Rampage ability or even have skills you'd like as a Rookie. Maybe you want flight or like the specific ranged attack of a Digimon. Maybe you want the rogue-like skill Flyby to avoid attacks or the Virus Buster's extra damage against fiends and undead. Maybe there's a Digimon with a damage type you find appealing. Or go with the tried-and-true Rule-of-Cool Digimon of your choice. The important thing here is to prioritize the qualities you want the most for roleplay and combat purposes.
  • Step 4: Narrow your choices based on attack variety, Digivolution variety, speed, roleplayability, and Rookie capabilities. If you have a strong feeling you will tend to keep your Digimon at Champion or Ultimate in most fights, compare your favorites. Digimon of equal level are not always equal in combat, nor are all Digimon consistently stronger at each stage. Determining your play style will be a linchpin on your choice (i.e. will you tank, focus on ranged attacks, or provide support?). Additionally, Digimon that look similar (i.e. palette-swapped) are not always identical with abilities (this is intentional!!), so if you like Ogremon don't forget to check Hyogamon and Fugamon in case they are a better fit for what you want. Your DM might have suggestions based on the campaign setting.
  • Step 5: Build your Digidestined. Avoid Skills and Proficiencies your Rookie (or initial Armor/Champion) Digimon will already be able to provide you. Choose a practical tool over tools that might not be applicable to your campaign (unless you are absolutely sure your fellow players are covering enough of these concerns). Obviously, role play should supersede practicality (calling your attacks should be standard). But we all also don't want to be in a campaign where everyone has Perception proficiency and Tinkers’ tools proficiency. Make sure you and the rest of the party have a general understanding of who is playing what so multiple people don't make a Tai, Yolei, Henry, or Ken build.
  • Step 6: Now that you've built your Digidestined and chosen your Rookie, go ahead and pick out your Champion form if you haven't already done so. You might not need it yet, but knowing what you've chosen may help you see if it would be practical for the campaign before it's your permanent choice.
  • Step 7: Be ready to jump into a world of Digimon! Your DM might mix it up and combine D&D monsters with evil Digimon to bring you a blended campaign. Or you might end up stuck in the Digital World and must find your way home. Or maybe your DM watched Adventure 02 last weekend and decided your adventures in the Digital World will be intertwined with your home life and an evil human plotting in the shadows. Whatever the case, expect you and your Digimon to face enemies and obstacles that test your skills and Digivolution limits.
  • Step 8: Depending on your level and subclass, you will be keeping up with 1 player character sheet and 1-13 Digimon character sheets (1-4 for Standard and Tamer, 1-6 for Unfurled, and 1-13 for Armor). Remember to update all sheets at once and have your digivolution choice ready for your turn, because most or all members of the party will slow combat down with this issue! It's one of the reasons why hit points and other factors for your Digimon partner are simplified: that's A LOT of sheets to update every level!

Q&A

Why Digimon in Dungeons and Dragons 5e?

I was inspired by Pokemon5e (before its depressing dismantlement by Nintendo and WotC) to provide the “other ‘Mon” for those who might prefer its features in D&D. As I’ve explained to my wife: Digimon lets your partner revert to its smaller form outside of danger, let’s you focus on only one, and can be treated more like an equal than a pet. Those differences alone could make Digimon more preferred in D&D than Pokemon due to less information to keep up with, without a debate over which franchise is better. Also, Digimon has always been more of an ensemble – even when half the group is Digimon – so cooperation is integrated into the franchise and is precisely how D&D is built. The point was to have fun bringing the anime scenarios to life in the form of a D&D campaign. The video games don’t really do that part justice (unless there is a game I’m unaware of with some kind of multiplayer story mode). Being able to drop my players into a world with no memory of how they got there and bonding with these strange talking monsters before eventually facing off against Devimon just sounded like an amazing motivation to create Digimon 5e.

How does Digimon 5e work?

Well, you start off with your Digidestined character and a Rookie Digimon. The Digidestined tab addresses the Digidestined portion of building a character. The Tips tab offers suggestions on how to build your PC and Digimon partner and recommendations to those who might be overwhelmed by the volume of options. The Digivolution tab lists every Digimon and each option as it digivolves (every time you move to the right, every block to the right that is connected to the current block is an option for you). Then you have the Features tab that goes over all level-based features AND all subclass options. There’s also specifically tailored Feats for Digidestined. Overall, the objective is to build a relationship between your PC and your Digimon that either drives your story arc or drives your motivations. With a pair of characters to control, you and your party can strategize more (i.e. utilize double the characters you normally would) for flanking or more complicated strategies. There is also a Digimon Stat Block tab to expedite building your partner Digimon, because building one character can be complicated enough as it is.

Does Digimon 5e have issues?

I would be more shocked if it didn’t. The other day, I had 76 Rookies within a total 554 Digimon (Rookies through Mega, plus alternate modes, alternate stat blocks, and Armor). I think my very first release was around 50 total with no Armor or alternate modes. I have since rebalanced a lot but there’s still more to consider. There are/were issues with the definition of hover and/or float, the consistency on multiattacks, how spells operate, melee range for the larger Digimon, and more. There wasn’t even a monster manual until this year (and even then, it’s being refined with each update). And as I keep adding and updating, each update will be better balanced and consistent as I keep up with those changes as I add more material. In fact, while it might not be specifically defined under my updates, there is plenty of random information that is updated each time – such as Digimon movement speeds, skills, typo corrections, rephrasing of abilities, names (I’ve misspelled more than I care to admit and sometimes the original Japanese name sounds so much better), and more – I recommend updating your information with the latest release when possible (as a group) because as I rebalance and clarify information it will either simplify things or broaden your options. The biggest challenge is playtesting. There’s maybe 12 Rookies that have been playtested, with maybe double that as Champions and above, and two Armor sets. That’s only 16% of the Rookies and 18% of Armor sets (as of this comment). If anyone dives into this homebrew and sees issues, please tell me so it can be addressed for others in the next update. I am but one human who already plays in 2 groups and DMs 2 others; only one of these groups is Digimon 5e. I cannot playtest everything I’ve created alone. Even now, I’m making notes on what updates to make to the Monster Manual moving forward because trying to implement them now would further delay the next update.

Only one Digimon partner?

Digimon 5e is built with the superior ability of controlling two PCs (Digidestined and Digimon) at once and being able to digivolve your partner to address obstacles. For this reason, any option to offer a second Digimon partner would be overpowered. For example, your PC may wear armor (depends on subclass), upgrade its weapons, develop more proficiencies, and be attuned to magic items. Your Digimon partner will get stronger but not have access to these things. Based on the hit points of other classes, you and your partner will be above a Barbarian’s hit points (on average), but those hit points are distributed between two PCs. By adding a second Digimon, this can easily shift the balance to require the DM to bring out even higher CR monsters to compensate, cause a Digidestined to run out of DigiPoints too quickly, and allow for one player to one-shot some enemies they normally shouldn’t. However, it is always up to the DM on whether to institute a house rule regarding a second Digimon partner. It just isn’t recommended for the reasons above.

What if my favorite Digimon isn’t in the game or part of a Digivolution I would like?

I’ve had several people ask me to add Digimon (Frigimon comes to mind) and ask for Digimon to be linked together (someone asked that Machinedramon be connected to all appropriate Ultimate Digimon). I won’t guarantee your Digimon will be included in exactly the way you would like, but I do take suggestions and requests. In the end, balance and diversity will be influential of how any requests are included. As I add more Digimon moving forward, my goal is to connect them to the appropriate Digimon in a Digivolution the first time so long as it doesn’t create an OP choice or a preferred Rookie that has all the favorites. And as I start to reweigh stats between Digimon of the same stage, there might a connection or two that gets cut for balance sake.

Why are certain Digimon connected to certain other Digimon?

Digimon 5e was originally built to be faithful to the anime, covering just the original 7 then a few other “Gen 1” Rookies. But as time went on, it made sense to broaden the selection to add variety. This decision also gave me the option to use many Digimon repeatedly. But some Digimon were not “linked” to other Digimon in any official capacity but were in video games and card games. From that point, I considered diversity, obscurity, consistency between stages, and the links between Digimon in non-anime media. I also wanted to avoid favoritism, so limiting the Champions and Ultimates per Rookie keeps players from defaulting on the same Rookie for their favorite Mega. This became less of an issue as time went on, as shown with Gizamon’s very broad Champion options.

What’s with the various Crests in the Tamers cards?

Given the variety of Crests in the original series, as well as the later addition of Kindness, I felt it was necessary and natural to include various virtues and healthy mindsets as alternatives for people who want to deviate from the traditional options. That’s why Humility, Selflessness, Diligence, Gentleness, and Optimism are some of the choices for Crests that I added as suggestions. Players are more than welcome to use the Tamer Crest cards as a reference for choosing their own. In the end, it’s a trait your Player Character is capable of but is unused to exhibiting, so choosing a different Crest from the traditional makes sense because your Character probably doesn’t have the personality of Tai or T.K. anyways. As Tamer cards, these Crests can give a Tamer a chance to “cash in” on a different trait than their actual Crest, which can sometimes turn the tide of combat. This is also the reason why you are restricted to a single Crest, so it’s not recommended to allow a Digidestined two Crests.

How come the Digimon in the Monster Manual have different ability scores and stats than the Digimon partner options?

From a practical standpoint, the ability scores are more averaged to keep in line the level of experience and skill a Digimon partner possesses and providing sufficient motivation to Digivolve by providing better stats at higher stages (though this isn’t always the case with every higher stage). In addition, the Monster Manual was built to be more aligned to traditional D&D monster standards (as opposed to the entire Digidestined class, which gives you a partner that can get increasingly stronger alongside you). The lore standpoint is that your Digimon partner did not Digivolve naturally and develop the expected skills it otherwise would’ve learned in the wild. In other words, your Digimon partner will be slower, weaker, smarter, more sociable, more/less resistant, or learn less attacks than its wild counterpart. And there’s nothing wrong with that; you would prefer to have a partner that can use Performance or identify plants or has a higher Dexterity ability score than the wild Digimon’s stat block because you need a partner that can complement you in more ways than just combat (unless you prefer that, in which case there are specific PC Digimon for that). That doesn’t mean the Monster Manual hasn’t affected some of the partner Digimon; a few have had some stat adjustments to be more like their wild counterparts while still being more balanced. From a gaming standpoint, it keeps the players from simply looking at a PC character sheet for that exact same Digimon and going “Oh, it’s weak to that and can swim that far.” By offering monster Digimon with less predictable stats, the players are left guessing on some specifics that could catch them by surprise (like more movement speed or better saving throw rolls). It’s also a reason why I offer multiple CR options for a Digimon; your players won’t know if Wizardmon or Raremon is the tank of the enemy force.

Why are Tamers cards broken up into sets? And why so many?

Like everything else in the game, I wanted to ensure there was plenty of variety of cards for Tamers. It felt wrong to not provide ample cards to customize the deck of each Tamer to benefit their playstyle and Digimon partner (since that is also very flexible). I broke the cards up into sets once I realized there were a bit too many cards to sort through for a DM to pick out the ones available for each session. D&D’s recommended restriction for character building to use only the PHB and one additional book inspired me to suggest exactly that: choose the Traditional set and one other set so you’re going through a fraction of the cards instead of all of them. And each set has a different theme, so a DM can choose a secondary set they feel works best for the campaign. It’s at the DM’s discretion how many card sets will be available, but every Tamer will stay within those sets (so no one must keep up with a card set exclusive to any one player). If there were ever an expansion of Tamers cards, they would be consolidated into a new set. If I had to describe this in a way D&D players are familiar with, it is the equivalent of Wizards collecting scrolls and learning spells. The spell list keeps growing with each release, and a Wizard’s spellbook gets bigger as they level up. Thus, the Tamer cards could be compared to that.

What happens when a Digimon has spellcasting?

Rule of thumb here is to assume the spell is cast at the most basic level possible. But as the description states (assuming all Digimon have been properly revised), you would reference the spell table for a D&D class to find what the highest spell slot available at that level and that’s the level your Digimon will cast at – if the spell grows for each spell slot above the initial. If this doesn’t seem clear enough for people, tell me. Update: it’s version 1.18 now and the language in spellcasting should be both consistent and understandable. With One D&D playtest material released, the language might change again but that’s still up in the air.

Why are the X-Antibody abilities available to large groups? Why are we allowed to choose how our Digimon gets stronger from the X-Antibody?

Well, the first issue with X-Antibody is not all Digimon had an official X-Antibody equivalent. There wasn’t anything to follow; at least, nothing consistent. Then there’s the issue that X-Antibody descriptions suggested the Digimon was almost as strong as the next stage, which felt game-breaking for D&D. And with the hundreds of Digimon available already, doubling that by designing each X-Antibody option felt… excessive. After making a dozen or so of these Digimon, I realized I would never be able to cover all the Digimon in the game without sacrificing time on something else. By having certain traits restricted to broad groups, I am able to provide the option without name-checking every single one. That doesn’t mean I won’t eventually revise that to be more exclusive, such as “Bancho” only or only named Digimon, but it does limit availability of certain skills so that building an OP X-Antibody won’t be easy. That’s why Nimble Escape is restricted to the smallest of Digimon, regardless of stage, and Flyby is restricted to Digimon with a fly speed over 40 feet. By allowing players to customize the X-Antibody like they would everything else, you have some freedom to dictate speed, attack range, ability score increases, or even just an ability your Digimon could really benefit from.

Which subclass is best?

This is a loaded question. Each subclass was built with the intention that if two different subclassed Digidestined had a PvP fight and had the same Rookie, they should be equally matched to a certain extent. It would all come down to your build, playstyle, luck, and use of DigiPoints. For example, the Standard Digidestined has all the traditional hallmarks of Digimon Adventure and has an emphasis on well-roundedness. In contrast, Armor Digidestined cannot obtain an Ultimate form or standard Mega form, but their Armor forms are stronger than the average Champion. Then you have the Tamer, which may be a mixed-bag of power depending on which cards are drawn; the Tamer is built to mimic the original Digi-Battle card game and the anime and could be considered the gambler of the subclasses with the odds of drawing the appropriate cards varying. Unfurled is intended to resemble the card games and video games where you had options, but at the sacrifice of never getting a Mega form. Then there’s Hacker, which places significant emphasis on your PC to be in melee range of enemies and staying close to your Digimon to be effective. And finally, we have Mimic: the disguises and copying other Digimon subclass. Update: it’s version 1.18 and after lots of demand I’m now offering playtest material for DNA Digivolution! I’m not 100% sure if I made it too powerful or underpowered because the focus was on making it distinct and adding benefits for your Digimon after it has DNA digivolved. This subclass currently focuses on intelligence, inspiration, tracking, and working with other DNA Digidestined (which is a bit broad, but there’s a reason it’s playtest material). Send me feedback on this one!

There’s an Armor version and a Champion version of the same Digimon. What gives?

As I developed some homebrew Armor choices so there’s more than 6 Digimon available, I utilized a few existing Digimon to be Armor forms rather than create new Digimon from whole cloth every time. But as I took the time to rebalance everything after quadrupling the number of Digimon, I noticed the Armor Digimon were technically OP if they were classified as Champions. This would mean that any Armor Digimon that retroactively was made a Champion (such as Boarmon) would be between a Champion and Ultimate in terms of stats and vice-versa for Champions I considered for Armor forms. This led to the decision to simply split them apart and adjust the new one to fall in line with the appropriate Stage type. Most of the changes affected movement speed, abilities, skill proficiencies, and numbers of attacks and thus could be reasonable in the grand scheme of things. But the full difference between the Armor and Champion options of the same Digimon are significant enough to warrant the separation because it would affect people’s preferences on digivolving to Champion or higher. Update: it’s version 1.18 and there’s now a DNA Digivolution equivalent for some Digimon. Don’t fret, it’s for the now playtest material. But they are designed to be slightly stronger than the normal stages because DNA Digivolution is expected to be very niche with few options. It’s also expected to require more effort to achieve DNA Digivolution, so being slightly superior in combat compensates for that tidbit.

Why do some Digimon have “has X options” under the Digivolution tab?

I mentioned in a previous update the difficulty of including everything for a Digimon. In some cases, there’s a dozen or more attacks to choose from. Sometimes, the descriptions for Digimon do not always fit the characterizations in anime or video games. As part of a way to include more, there are now alternate choices for the same Digimon as a stage for your partner. The overall stats may be tweaked, as well as using new attacks, but the Digimon are of equal strength/capabilities. What’s with the Digimon/Monster Stat Blocks and Tamer Card Blocks? Exactly what they mean. All the information is in rows, so these blocks are to lay out the stats in a block form that can be printed. This was essential due to the number of character sheets a player must maintain. Every time a player levels up, they must update their PC, the Rookie form, the Champion form, and anywhere from 2 to 11 additional character sheets (depending on PL). The Digimon stat block is designed to accommodate PL in some of the information to expedite things, but other info will need to be calculated by the player because of feats, subclass features, and other changes that would affect some information. Same with the Tamer Card Block. Making a quick card format generator will allow the DM and/or players to have the card information in squares instead of tiny strips of paper (or copying my work over into something else to be printable. This way saves everyone time. If there needs to be more than 2 of these blocks available, I can do that. With all that said, I will say that the Monster Stat Block leaves something to be desired. I tried to squeeze in abilities, bonus actions, actions, reactions, and legendary actions based on the current format. If it’s not obvious, it wasn’t fully practical. On one hand, it’s simplified so the DM isn’t trying to keep up a dozen abilities on a single monster, so I guess that’s one way to look at it. But I did not include lair actions on anything, so that is something I have taken note of for future updates. Expect this thing to be overhauled when I convert the monster manual to Homebrewery.

Why are Digimon so varied in the Monster Manual?

To it simply, it’s hard to find a perfect match of an existing D&D monster to base each Digimon on. Some required me to have 2 or 3 official stat blocks up at the same time and blend them together into a Digimon monster. The experience itself shouldn’t be affected by a Champion and Ultimate being the same CR. Although, the lore is that these Digimon collected data from their enemies and “leveled up” like the PCs do. This explanation is also why the same Digimon at different CRs don’t always share the same skills and traits.

What is “Float”?

Float is a new movement type included within Digimon 5e. The concept is like hover but under different conditions. Float can be compared to magnetic levitation; Digimon with float simply pass over any terrain type and do not necessarily fly or hover, meaning they are always taking up a space on the ground without touching the ground. This provides a new aspect of combat that must be considered, one where traps, difficult terrain, and the importance of prone could determine the outcome.

What is “Code” damage?

Code damage is a new damage type introduced to address a few details within Digimon. Code damage only affects Digimon, and they normally cannot be resistant to it (but can never be immune). This makes Code damage worthless against Digidestined and any other PCs if the DM is running a hybrid game with normal D&D classes. The latest update has expanded the availability of this damage type to more Digimon, so expect to strategize differently to accommodate this damage type.

What’s the hardest thing about developing Digimon 5e?

I would say meeting expectations. I’m usually asked at least one question every update that implies I didn’t meet an expectation. I am making Digimon 5e for me and my friends and simply giving everyone else an opportunity, so it’s not necessarily a standard to which I must hold myself. However, I want to provide material that is fun, easy to understand, relives our childhoods, and is balanced enough to make everyone feel okay regardless of their Digidestined build. Humorously, I would say self-control. There are 517 Tamers cards (as of this writing), which I imagine no party of 8 Tamers could ever collect all of them. I can’t even imagine a player who has played the Digidestined class 12 times with a different Rookie each time (though I won’t say it’s impossible). If there’s anyone out there who has utilized 6 different Mega forms, I bow to you and would love to hear from you, because I have enough material here to completely ignore most D&D material, and it would be quite impressive to reach such heights. As one friend told me (besides that I talk too much), I keep diving deeper into the lore. There are Digimon listed that my group never heard of before I added them. There are Digimon palette swaps they didn’t expect (let’s face it, that’s one of the most infamous things about Digimon that everyone should know) nor realized are better or completely different than the original. There’s at least one “Bancho” Digimon I added because of an off-hand joke about how it would fit in with the others. The descriptions of homebrewed Digimon below comes from one comment that no one knows what was going through my mind when I made it, and each is tailored to either reference the inspiration or give a background that makes it distinct – but it will try to fit into the overall lore. The Devas, the Demon Lords, the Sovereigns, and more; I either try to include one or all of them for fans to appreciate. One good thing about doing this was accidentally discovering an existing official Digimon that I ended up homebrewing (i.e. basically I made something like GreyAgumon and later discovered a BlackAgumon and just went “well, don’t need the homebrew now”). I am defaulting to existing Digimon when possible, so this list has helped me remove redundant homebrews. That’s not stopping me from including homebrews with different digivolutions, so it’s not going away. And with my newer goal of including the Frontier Digimon (still debating if spirit digivolution should be an option, since you lose the mechanic of a Digimon partner), I’m hoping to offer more nostalgia than ever.

Digidestined

Part 1

Digidestined

DigiDestined are children selected by benevolent beings to protect the Digital World and sometimes Earth from evil forces. The Digital World is a plane on which Digimon, anthropomorphic creatures that originated from data produced by Earth's communication networks, live. The Digital World is volatile and is vulnerable to attack, and the Digimon that live there often find that they cannot defend their world on their own. Therefore, human children are recruited to defeat their enemies.

In Digimon Adventure and Digimon Adventure 02, a DigiDestined is defined by the possession of a Digivice and a link to a Digimon partner. When a Digimon is partnered to a DigiDestined, that child becomes its sole source of Digivolution. Digimon become stronger through Digivolution; this is usually a difficult process to achieve, akin to aging, but a DigiDestined's Digivice and inherent strength amplifies a Digimon's power to the point where it can digivolve more easily, especially if the DigiDestined is in danger.

Class Features

As a Digidestined, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per digidestined level
  • Hit Points at 1st Level: 6 + Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st

Proficiencies


  • Armor: none
  • Weapons: Simple Melee Weapons
  • Tools: Your choice of Calligrapher's tools, Cartographer's tools, Cobbler's tools, Cook's utensils, Leatherworker's tools, Mason's tools, Painter's supplies, Potter's tools, Tinker's tools, Weaver's tools, Navigator's tools, or a musical instrument.

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Animal Handling, Arcana, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Persuasion

Equipment

You start with the following equipment:

a simple melee weapon;

a Digivice;

Your choice of: (a) a Healer's kit, (b) a Fishing tackle, (c) a Magnifying glass, (d) Goggles, (e) Compass, (f) a Grappling hook, or (g) a whistle;

a dagger;

an (a) Explorer's pack or (b) Scholar's pack.

Quick Build

Constitution should be your highest ability score, followed by Dexterity or Wisdom. Choose Athletics and Perception as your skills. Choose Healer's kit and Explorer's pack as equipment. Any background is acceptable. Traditionally, Digidestined are Human - however this is not a restriction unless your DM says otherwise.

Various Digivice types:

Multiclassing

If you are attempting to multiclass Digidestined with another class, you must first qualify to do so. You need a Constitution score of 13 to multiclass. Your total Player Level always affects proficiency bonus and Digimon hit points. Features, DigiPoints, and Digivolution Height are dictated exclusively by Digidestined class level. If you multiclassing into Digidestined, you gain a Digivice.

Part 1 | Digidestined

Digidestined

Level Proficiency Features DigiPoints Digivolution Height
1st +2 Digimon; Digidestined Type Rookie
2nd +2 Digivolution Rookie
3rd +2 DigiPoints 1 Champion
4th +2 Ability Score Improvement 2 Champion
5th +3 Crest; Repel Evil 2 Champion
6th +3 Ability Score Improvement 2 Champion
7th +3 Digidestined Type Feature; Champion Utility 3 Champion
8th +3 Ability Score Improvement 3 Champion
9th +4 Experienced Digidestined; Digivolution Realignment 3 Ultimate
10th +4 Digidestined Type Feature 3 Ultimate
11th +4 Extra Attack feature; Siege Digimon feature 4 Ultimate
12th +4 Ability Score Improvement 4 Ultimate
13th +5 4 Ultimate
14th +5 Digital Gateway; Repel Evil 5 Ultimate
15th +5 Digidestined Type Feature; Experienced Digidestined 5 Mega
16th +5 Ability Score Improvement 5 Mega
17th +6 Extra Attack feature 6 Mega
18th +6 Digidestined Type Feature 6 Mega
19th +6 Ability Score Improvement 6 Mega
20th +6 Digidestined Hero 6 Mega

Digimon

You start with a Digi-Egg that is about to hatch. Roll on one of the Digimon tables below, based on what subclass you are considering.

As an alternative to this, your DM may allow you to pick your own Digimon. There are more Digimon available that are not included on the tables below, which are built to provide a wide variety of choices that range from iconic to obscure to homebrew (homebrewed Rookies are italicized). Digimon in tables are listed for variety and may be available for other subclasses. Note: All Armor Digimon are listed in their table, but they are available for other tables. Before rolling within a table other than Standard, check with your DM if those subclasses will be permitted. Your DM may include additional restrictions to these subclasses.

*Some Digimon are not available as Armor Digimon, even though they have at least 1 Armor Digivolution. This is due to the limited benefits the Digimon would receive under the subclass. Instead, the Armor form is available if a party member chose the Armor subclass or the appropriate feat is taken.

Note: All Digimon stages in a tree are shown on the Digivolution page. All officially linked stages are linked properly under the tab and sorted by Rookie. However, please note that not all Digimon stages are available to all Rookies as established in various media. This decision was for balance and to provoke variety in Rookie choices.

Part 1 | Digidestined

Standard/Tamer Digimon Roll Table 1

d20 Digimon (Rookie)
1 Muchomon
2 Palmon
3 Kamemon
4 FanBeemon
5 Armadillomon
6 BlackGuilmon
7 SnowGoblimon
8 Vi-Elecmon
9 Retrievermon
10 Crabmon
d20 Digimon (Rookie)
11 Patamon
12 Coronamon
13 DoKunemon
14 Gazimon
15 Lizardmon
16 Salamon
17 DemiDevimon
18 KoKabuterimon
19 Otamamon (Red)
20 Bearmon

Standard/Tamer Digimon Roll Table 2

d20 Digimon (Rookie)
1 Tsukaimon
2 Elecmon
3 Gotsumon
4 Veemon
5 Gabumon
6 Gizamon
7 Vi-Tentomon
8 Candlemon
9 Aruraumon
10 Mushroomon
d20 Digimon (Rookie)
11 Tapirmon
12 Renamon
13 Lunamon
14 Kunemon
15 Hagurumon
16 Lalamon
17 Betamon
18 GillAgumon
19 Dracomon
20 Kokuwamon

Armor Digimon Roll Table

d12 Digimon (Rookie)
1 DemiDevimon
2 Armadillomon
3 Lopmon
4 Patamon
5 Veemon
6 Tsukaimon
7 Terriermon
8 Pomumon
9 Wormmon
10 Salamon
11 Hawkmon
12 Guilmon

Unfurled Digimon Roll Table

d20 Digimon (Rookie)
1 Solarmon
2 Biyomon
3 Dorumon
4 KoKabuterimon
5 Shamanmon
6 Candlemon
7 Lizardmon
8 Bulucomon
9 Gotsumon
10 BlackAgumon
d20 Digimon (Rookie)
11 Agumon
12 AzureGomamon
13 Floramon
14 Tapirmon
15 Coronamon
16 Jellymon
17 Ghostmon
18 Kunemon
19 Gomamon
20 Kotemon

Mimic Digimon Table

Digimon (Rookie)
Childmon*
*This Digimon is not available for any other subclass. Only recommended for Digimon-heavy campaigns and experienced Digimon 5e players.

DNA Digivolution*

d4 Digimon (Rookie)
1 Armadillomon
2 Hawkmon
3 Patamon
4 Salamon

*Playtest Material

Digimon

In addition, your Digimon has the following abilities, regardless of Digivolution Stage:

Your Digimon always goes after your turn;

Your Digimon will only follow your commands (i.e. PC decisions) as long as you can see each other. Otherwise, they will follow general decisions - such as continuing their current actions - from the DM. As you level up, your Digimon's autonomy will be available for you to control even out of sight. When this happens is at the DM's discretion; Your Digimon's proficiency bonus is always equal to yours;

Your Digimon understands and speaks all languages you speak;

A Tiny Digimon can take a short rest while traveling. This is accomplished by the Digidestined carrying the Digimon or treating the Digimon like an infant passenger on a vehicle or mount. Your Digimon requires 1 ration when you eat.

Digidestined Type

When you choose this class, the type of Digidestined your are is also determined. There are four types of Digidestined you could potentially be. Your DM may limit your options. Standard, Armor, Tamer, or Unfurled.

Digivolution

Stating at 2nd level, you can digivolve your Digimon to the next stage as an Action. While Digivolution usually requires DigiPoints, you may roll a hit die for each DigiPoint needed and subtract each roll from your current hit points. The number of times you can do this is equal to the number of hit dice you have (minimum of 1).

Each progression in Digivolution Stage costs 1 DigiPoint. In addition to spending DigiPoints, after completing a long rest your Digimon can go up one Digivolution Stage without a DigiPoint as long as they are not Rookie or higher when they go to sleep.

At the end of combat or 1 hour (if no combat occurred during that hour), your Digimon reverts to a Digivolution Stage equal to (7 - the Digivolution Stage it currently is). For example, an Ultimate (Stage 5) becomes an In-Training (Stage 2) after combat.

Your Digimon's hit points change during Digivolution. Your Digimon's current hit points after Digivolution must equal the new form's HP Maximum - hit points lost. Your Digimon will never go below 1 hit point while Digivolving.

At certain stages, there may be more than one option for the next stage for your Digimon. You can only choose one and cannot change this option again (unless your class/subclass specifies an exception). At 0 hit points, your Digimon reverts to Rookie (Stage 3) form. If it fails all death saving throws, it becomes a Digi-Egg for 5 days. The Digi-Egg will hatch into its Fresh (Stage 1) form.

DigiPoints

At 3rd level, you gain DigiPoints. If you are out of DigiPoints, you must roll as described under Digivolution. You must use up all DigiPoints before using hit die.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature. Your Digimon does not benefit from this feature.

Crest

Beginning at 5th level, you gain a Crest, a symbol of a defining trait you are meant to one day embody. This Crest could be of Courage, Sincerity, Hope, Kindness, Knowledge or any number of traits (some obscure traits are listed as Tamer Cards). If you are actively expressing the trait within your Crest, your DM may give you one of several benefits, which could include:

  • Gain Inspiration
  • additional 5 feet of movement speed (for PC or Digimon) during combat
  • One digivolution without spending DigiPoints (no more than one Digivolution Stage higher)
  • An extra attack
  • Immunity or removal of a status effect (for PC or Digimon) until the start of your next turn
  • Resistance to a type of damage until the end of the turn
  • Advantage on rolls involving your trait
  • Advantage on a death saving throw (PC only)
  • The ability to restain a Large or larger creature that has shown hostile intent towards you (Digidestined) for 1 turn
  • Regain 1 DigiPoint (assuming you have used at least 1 DigiPoint since your last rest)
  • Temporary proficiency in a skill or language
  • Recover one hit die of damage (PC only)
  • For Tamers, a new card
  • For Armor, a new egg
  • For Unfurled, a Quick Switch at no cost
  • Maximum damage on the next attack for your Digimon (if it hits)

Repel Evil

At 5th level, you can use your Digivice to repel fiend and undead creatures. As an Action, you concentrate with your Digivice in-hand to frighten fiend and undead creatures within 30 feet of you. Any fiend and undead creatures within range at the start of their turns take 1d8 radiant damage. At 14th level, the damage increases to 2d8 radiant damage. In addition, your Digivice can also frighten monstrosity creatures within 30 feet of you.

Variant Class Feature

As a variant option, you may substitute the description for Repel Evil with the following: At 5th level, you can use your Digivice to repel fiend and undead creatures. As an Action, you concentrate with your Digivice in-hand to frighten fiend and undead creatures within 15 feet of you. Any fiend and undead creatures within range at the start of their turns take 1d10 radiant damage. At 14th level, the damage increases to 2d10 radiant damage and the range increases to 30 feet.

Champion Utility

At 7th level, you realize your Digimon in its Champion form can do more to help. When your Digimon is in its Champion form, it can be used to carry supplies as long as the items are properly stored and/or easy to carry. In addition, your Digimon can stay in its Champion form for up to 3 hours, so long as it does not fight during that time. This includes Armor forms. In addition, while this feature is active, your Digimon can retain one skill proficiency from its Rookie form. This proficiency is chosen when digivolving into Champion form. The skill chosen cannot be a skill the Champion form already possesses.

Variant rule:

At your DM's determination, if your Champion form has an option to choose between skills, you may forgo the skill gained from the Rookie form and instead choose another skill from the options. Ex.: Airdramon has "Choose 1 from Arcana, Intimidation, and History" and could choose 2 instead of taking a Rookie skill from Tentomon or Monodramon.

Experienced Digidestined

Starting at 9th level, you become aware of your intellectual weaknesses. You gain proficiency in your choice of Deception, History, Performance, Religion, Sleight of Hand, or Survival. At 15th level, you gain proficiency in another skill from the Digidestined skill list. As an alternative option, you may gain Expertise in one skill from the Digidestined skill list instead.

Variant Class Feature

As a variant option, you may substitute the description for Experienced Digidestined with the following: Starting at 9th level, you become aware of your intellectual weaknesses. You gain proficiency in your choice of History, Performance, or Sleight of Hand skills, proficiency in one type of Artisan's tools or a musical instrument, or fluency in a new language. At 15th level, you gain proficiency in another skill from the Digidestined skill list, Expertise in one skill from the Digidestined skill list, or fluency in another language.

Digivolution Realignment

At 9th level, you have the option of replacing your Champion form once, so long as an alternate form is available, before choosing your Ultimate form. This change will be permanent. This includes switching options of the same Champion Digimon like Meramon or Wizardmon.

Extra Attack

Beginning at 11th level, you may use the Attack action twice a turn. You may allow your Digimon to use this trait instead if the Digimon is a Rookie. Starting at 17th level, you may allow your Digimon to use this trait as a Rookie or Champion. A Champion cannot use this feature if it already has the Multiattack ability.

Siege Digimon

At 11th level, any Digimon of Huge or larger size deals double damage to objects and structures when not in the Digital World.

Digital Gateway

Starting at 14th level, you can use your Digivice to open a gate to the Digital World. Due to the hazards of the Digital World, you can only travel this way up to 2 hours with your Digimon and only up to 1 hour with a party of 5 or less. The Digital World moves at half-speed compared to Earth time, except when a gate is open. In a campaign where the party is not entirely Digidestined, the time you are allowed to travel in the Digital World as a party additively stacks for each Digidestined in your party. Variant Class Feature As a variant option, you may substitute Digital Gateway with the following:

Digital Step

At 14th level, you are able to move into the Digital World briefly to move almost instantaneously. You are able to teleport up to 30 feet to an unoccupied space that you can see. You are allowed to bring your Digimon with you as long as it is at the In-Training, Rookie, or Champion stage. If you bring your Digimon with you, it can recover 5 hit points. You can use this ability twice per long rest.

Digidestined Hero

At 20th level, you gain proficiency in a skill or tool of your choice. In addition, you can take the Help action for all allies within 10 feet of you and give your proficiency bonus to your allies' saving throws or attacks as part of the Help action. This feature cannot be used concurrently by Digidestined targetting the same ally (i.e. an ally only gets one ally's proficiency bonus). You can take the Help action with another Digidestined as a bonus action. A Help action with a Digidestined includes their Digimon, regardless of your range from the Digimon.

Digidestined Types:

Standard Digidestined

You are a standard Digidestined, the most basic and functional type. Your Digimon goes up to Mega and will one day be capable of going from Rookie to Mega with ease.

Bonus Proficiencies

You gain proficiency in Light Armor, a tool of your choice, and one Dexterity skill of your choice.

Determinator

Your walking speed increases by 5. In addition, you automatically disengage when moving outside of melee range of enemies, but only if you have not taken an Attack action against any enemy you disengage from.

Team Player

Beginning at 7th level, you can add your Charisma modifier to a creature's skill check or saving throw. This creature must be within 30 feet. This feature cannot be used again until after a short or long rest.

Charismatic Team Player

Starting at 10th level, you gain proficiency in Charisma saving throws. In addition, when you make any Charisma check you can add +1 for every ally within 15 feet.

Warp Digivolution

At 15th level, you can have your Digimon go from Rookie to Mega without needing to go through each Digivolution Stage in-between. You spend 2 DigiPoints to do this. You cannot do so again until the next dawn.

Vigilant

At 18th level, you have advantage on Wisdom (Perception) checks on short rests and for no more than 2 hours of a long rest. In addition, your Initiative bonus increases by 1.

Variant Standard Digidestined

As a variant option, you may substitute Charismatic Team Player with the following:

Limit Push

At 10th level, you gain an additional DigiPoint to your maximum. In addition, if you are given Inspiration to use, you may use this Inspiration as a DigiPoint.

As a variant option, you may substitute Warp Digivolution with the following:

Crest Power Share

Beginning at 15th level, when you gain a benefit of your Crest, you may also grant that benefit to another Digidestined within 30 feet of you. You must choose this target after knowing you get a Crest benefit, but before knowing which benefit the DM chooses.

Armor Digivolver

Your digimon has the potential to fit every situation if you have the right Digi-Eggs available. While your digimon lacks later Digivolution Stages, it makes up for that hindrance with variety. Unlike other subclasses, this subclass is limited by which Rookie Digimon you have. Unlike other Digivolutions, you can Armor Digivolve twice an hour. You must use both your PC and Digimon Actions to switch from one Armor Digivolution to another (at the cost of DigiPoints). Armor Digivolution is the equivalent of a Champion for DigiPoint purposes. Golden Armor Digivolution is the equivalent of a Mega for DigiPoint purposes.

If for some reason a Digimon has more than one Armor Digivolution option for a single Digi-Egg, the Player must decide which form to take on the first Digivolution and cannot switch. When this subclass is taken, you must take the Champion form listed under the Digivolution tab, Armor Digivolution section. You will not receive an Ultimate or Mega stage option; these are replaced with the Digi-Eggs.

Bonus Proficiencies

You gain proficiency in Medium Armor, any artisan tool of your choice, and any skill of your choice.

D-Terminal

As an Armor Digimon Digidestined, you gain a D-Terminal to store your Armor Digi-Eggs. With a D-Terminal, you can sense the presence of Digi-Eggs even when no one else around you can. You can sense unclaimed Digi-Eggs within 30 feet of you at all times and up to 50 feet with a Wisdom (Perception) check. Locating and collecting more Digi-Eggs is possible, at the discretion of your DM. Starting at 7th level, you can use your PC Action to Digivolve an ally's Digimon within 30 feet of you, with their permission. Your ally must spend the DigiPoint to do this. If the ally is an Armor Digivolver or has an Armor Digivolution option, you may Digivolve the ally's Digimon using one of your Digi-Eggs. You cannot use this feature on an ally if their Digimon does not have Armor Digivolution option available.

Armor Digi-Egg

  • At 3rd level, you gain your first Armor Digi-Egg. You choose the Digi-Egg of your choice between the Digi-Egg of Courage or Knowledge.
  • You gain a second Armor Digi-Egg at 7th level. Your choices are between the Digi-Eggs of Friendship, Reliability, Light, or Kindness.
  • You gain a third Armor Digi-Egg at 10th level. Your choices are between the Digi-Eggs of Love, Sincerity, or Hope.
  • Whenever you have the option to gain a new Armor Digi-Egg with this feature, you can also choose from all previous Armor Digi-Eggs that were an option.

Armor Swap

This feature replaces Digivolution Realignment from the Class Features. Starting at 9th level, you feel a strange power inside you that has something to do with Digi-Eggs. As a reaction or bonus action, you may switch your Digimon from its current Armor form into another Armor form without de-digivolving. This feature requires at least 2 Digi-Eggs in your possession. This feature can only be used once per day and resets at dawn. At 18th level, this feature can be used twice per day and resets at dawn.

Golden Armor Digi-Egg

Beginning at 15th level, you gain your choice of the Digi-Egg of Miracles or Destiny.

Egg Hunter

At 18th level, if you do not own all Armor Digi-Eggs, you now have all of them. You do not gain any duplicates from this trait.

Variant Armor Digivolver

As a variant option, you may substitute Armor Digi-Egg with the following description:

Armor Digi-Egg

  • At 3rd level, you gain your first Armor Digi-Egg. You choose the Digi-Egg of your choice between the Digi-Egg of Friendship or Love.
  • You gain a second Armor Digi-Egg at 7th level. Your choices are between the Digi-Eggs of Courage, Knowledge, Hope, or Kindness.
  • You gain a third Armor Digi-Egg at 10th level. Your choices are between the Digi-Eggs of Sincerity, Reliability, or Light.
  • Whenever you have the option to gain a new Armor Digi-Egg with this feature, you can also choose from all previous Armor Digi-Eggs that were an option.

Tamer

Imagine being a standard Digidestined. Now imagine that you can use Digimon cards to enhance and digivolve your Digimon. This makes you a Tamer.

Bonus Proficiencies

You gain a proficiency with light armor.

Deck Box

As a Tamer, you gain a card box to hold cards. This will keep you from losing or damaging your cards while traveling. The deck box can protect your cards from environmental harm for up to 1 hour. If you die, up to your proficiency bonus in cards from your card box can be recovered. The DM may choose these cards at random or let you pick the surviving cards.

Cards

You can start collecting and using Cards. You are limited to 1 card/turn and no more than 5 cards can be used per battle. Cards you use are placed face-down until the Reshuffle time lapses. Some cards require you to Discard, which means you randomly choose 1 or more cards to place face-down until their Reshuffle time lapses, in order to play them. When you have few cards, you could look at them and decide which to use; however, when you have more than 6 cards available, shuffling and drawing at random is required (recommended to DM). With this method, you start with 3 cards and draw 1/turn. All cards reshuffle after a short rest, long rest, or at dawn.

You and your DM may discuss the option of preparing cards. Once you reach a significant number (for example, 15 cards), you may prepare cards like you would spells. Suggested methods would be to prepare cards 80% of your total, equal to half your total cards, or limited the number of a certain group of cards (ex. Crests). Another would be to prepare cards equal to half your PL + Proficiency Bonus. This is an optional feature, but should be consistent among all Tamers playing.

You can collect more cards much like spellbooks, by rolling critical hits, or by overcoming impressive odds in battle. You and your DM can discuss the best method to introduce more cards. You cannot obtain a card that matches your Crest. Your Crest already provides the benefits of said card.

Card rarity should be limited by certain character levels. As recommended: Uncommon cards should be rare until a Digidestined reaches 6th level, Rare should be rare until 11th, and Legendary until 16th. Your DM has discretion on adjusting the rarity availability.

DM Note: While it is ideal to introduce more unique cards, at some point it will be more practical to give a player duplicates. As shown on various cards, there are limits to certain cards per Tamer. Your discretion will be on which cards to offer duplicates of and whether or not you will ever reach those limits. Cards are broken up into Sets, so it is at the DM's discretion how many of these Sets should be available in a campaign. There are cards that are available in multiple sets. It is advised to do no more than 2 sets for simplicity sake, however you can also consider customizing your own.

Card Crafting

When a Tamer reaches 10 or more cards, the ability to craft will be optional. A Tamer can sacrifice 3 Cards to create a new one. This card must be one they do not already possess or are sacrificing (but will be determined by DM). Tamers can only use this ability when they gain a Player Level, up to their Wisdom modifier (minimum of 1). Cards crafted will not be available for use until after the next long rest. If the Tamer is sacrificing three cards of the same rarity, roll a d20; on a 14 or higher, the Tamer will receive a card of one rarity higher.

Variant Rule: A Tamer must sacrifice 4 cards to create a new one starting at Level 9.

Starting Card

When you start this subclass, you gain one of your choice between Fly Away, Iron Drill, Bulk Up, or Aquatic Attack as your first card.

Digivolution Card

Beginning at 7th level, you gain one of your choice between Blue Card or Digivolution.

Attack Card

At 7th level, you gain one of your choice between Power Charger, Fire Crystal, Sudden Power, Plant Potter, or Bob and Weave. You cannot choose a card listed if you already own it.

Double Swipe

Beginning at 10th level, you can spend 1 DigiPoint to use 2 cards on one turn. You also gain your choice of Elemental Eradicator, Fey Fighter, Giant Slayer, or Plant Potter. You cannot choose a card listed if you already own it.

Card Combo

Beginning at 10th level, you can use up to 6 cards per battle. This feature will allow Double Swipe to be used twice per battle.

Biomerge Digivolution

At 15th level, you gain the ability to spend 2 DigiPoints to Biomerge with your Digimon and go to Mega Digivolution. You do this as a bonus action and your Digimon no longer has a turn since you are no longer two separate entities. While Biomerged, your Digidestined and Digimon hit points are combined. You cannot do this again until after a short or long rest. Your next meal requires twice as much food. If you take damage while Biomerged, when you split your Digimon will retain 3/4 of the damage taken while you retain the remaining 1/4. When Biomerge Digivolution is active, a Tamer cannot use any cards.

Battle-Hardened Wisdom

At 18th level, you gain proficiency in Wisdom saving throws. You can add your Wisdom modifier to other Digidestined Wisdom skill checks up to 30 feet away. This ability cannot stack.

Variant Tamer

As a variant option, you may substitute the feature Attack Card and the feature Battle-Hardened Wisdom with the following. You can only substitute Attack Card with one of the 7th-level features below.

Rare Card

At 7th level, you gain one of your choice between Rock Armor, Sacred Fruit, MetalGreymon: Metal Claw, or Mushroomon Defense. You cannot choose a card listed if you already own it.

Crest Card

At 7th level, you gain any Crest card, except for your actual Crest. You cannot choose a Crest card if you already own it.

Battle-Hardened Durability

Starting at 18th level, your Armor Class increases by 1 and your Constitution increases by 2, with a new maximum of 22. This does not affect the Biomerge Digivolution or your Digimon.

Unfurled Digimon Master

You Digimon is not limited by a single line of digivolution and can instead expand your options to meet the needs of each conflict. To ensure full potential of this subclass, make sure your Rookie Digimon has multiple Digivolution branches available. You cannot digivolve beyond Ultimate form using this subclass. Please note that this subclass receives the greatest use if your Rookie has at least 5 or more total Champion and Ultimate Digivolutions available. Example Rookie Digimon to have when considering this subclass include Agumon, Gomamon, Elecmon, Lizardmon, Candlemon, Coronamon, and Betamon.

Bonus Proficiencies

You gain an additional skill of your choice and proficiency in simple ranged weapons.

Digivolution Branching

Your Digimon digivolution method is different from normal. The following table clarifies the new method of progression.

  • Your Digimon will always keep its Rookie and lower forms, regardless of how broad your Digimon's options expand.
  • Your Digimon is able to select additional Champion and Ultimate forms, so long as it has the potential to Digivolve into those forms. Your new choice(s) are as permanent as your first choice, so choose carefully.

At your DM's discretion, take a similarly-themed Champion or Ultimate and modify it to provide another Digivolution option. Examples include adding MegaKabuterimon to the Kunemon tree or turning Leomon into the (example) homebrew "SoulFoxmon" for the Renamon tree. This is an option that the DM must consider carefully to account for balance and variety. Again, this option should only be considered for Digimon that do not already have 5+ Digivolutions already available. As more options are being added in future updates, this discretion may be unnecessary.

Digivolution Height and Breadth Table
1st-2nd Rookie
3rd-6th Champion
7th-10th Champion(2)
11th-13th Champion(2) & Ultimate
14th-17th Champion(3) & Ultimate or Champion(2) & Ultimate(2)
18th-20th Champion(3) & Ultimate(2) or Champion(2) & Ultimate(3)

Quick Switch

Starting at 7th level, you are able to switch your Digimon from one Champion into another for 1 DigiPoint without reverting to Rookie. You can only do this once per long rest. At 15th level, you may use this feature once per short rest.

Learned Skill

At 7th level, your Digimon gains proficiency in a skill of your choice. Your Digimon retains the proficiency through all Digivolutions.

Charismatic Digimon

At 10th level, your Digimon gains +2 to its Charisma ability score, regardless of Digivolution Stage. In addition, if the Digimon is not proficient in Charisma saving throws, you may switch from an existing saving throw to Charisma. This applies to all Digivolutions for your Digimon. You must determine what saving throws you are substituting when you reach this level.

Jack of All Trades

  • Beginning at 15th level, you can add half your proficiency bonus to all skills you are not proficient in.
  • At 18th level, you Digimon can also add half of its proficiency bonus to all skills it is not proficient in.

Abnormal Digivolution

Starting at 18th level, if you Digivolve your Digimon from Champion to Ultimate, you may choose any of your Ultimate options regardless of your Champion form. You can only do this once per day, which resets at dawn.

Variant Unfurled

As a variant option, you may substitute the features Learned Skill and Jack of All Trades with the following:

True Champion

At 7th level, you may increase the base hit points by 4 to all Digivolutions for your Digimon.

Alternatively, you may permanently increase an ability score of your Digimon (and all Digivolutions) by 1. This must be the same ability score for all Digivolutions.

Unfurling Teamwork

At 15th level, as long as you and your Digimon are attacking the same target and are within 30 feet of each other while doing so, you both have advantage on attack rolls.

Hacker

You have developed the powers to hack into programs (Digimon) and make deviations to suit your needs. Your powers may vary and have limits, but it's about how you use them. Your skills with programming Digimon could turn the tide of battle at the most opportune time.

Bonus Proficiencies

You gain proficiency in your choice of History or Sleight of Hand. You gain Hacker's tools and proficiency in using them.

Hacking

Any Digimon within 5 feet of you can be hacked as an Action using Hacker's tools. You can only perform 1 hack on each Digimon once a day. A Hacked Digimon is affected for 1 hour. Hacked Digimon lose the effects of hacking when Digivolution occurs.

Your options for hacking include:

  • a) removing one known damage resistance
  • b) adding half your proficiency bonus to the Digimon's ability score of your choice
  • c) remove a known skill of your choice
  • d) increase movement speed by 10 feet

Upgraded Hacking

At 7th level, you gain the following additions and changes to the Hacking feature:

  • e) change a Saving Throw
  • f) add a skill you are proficient in
  • g) increase the Digimon's total hit die by 1 (i.e. add the max from the die to hit point total)
  • h) remove an Ability (at random)

Hacking 2.0

At 10th level, you gain the following additions and changes to the Hacking feature:

  • g) increase movement speed by 15 feet
  • h) remove an Ability (of your choice)
  • i) switch default weapon modifier between STR and DEX for applicable attacks
  • j) upgrade one attack's damage from 1d6 to 2d4, 1d8 to 1d10, or 1d10 to 1d12
  • k) invoke disadvantage on any attack the Digimon has used in this combat
  • l) allowing flight for up to half movement speed

Self Hack

Starting at 10th level, you can perform Hacking on yourself as well. Your options for Self Hack are: You can only perform 1 hack at a time, up to 1 hour each time, up to your Proficiency Bonus.

  • a) increase movement speed by 5
  • b) gain proficiency in simple ranged weapons
  • c) copy a proficiency from a party member
  • d) gain temporary hit points equal to your proficiency bonus
  • e) gain the Jack of All Trades feature (PHB 54)
  • f) gain advantage on melee attacks

Partner Hack

At 10th level, you can use Hacking on your own Digimon as long as its within 40 feet of you and within sight. In addition, you can hack your Partner twice a day, but only in different Stages. Beginning at 18th level, the distance between you and your Digimon can be up to 80 feet. Your Digimon must still be in sight.

Master Hacker

At 15th level, you gain the following additions and changes to the Hacking feature:

  • a) adding/removing one damage resistance
  • d) increase movement speed by 20 feet
  • g) increase the Digimon's total hit die by 2 (i.e. add the max from two hit dice to hit point total)
  • l) allowing flight or swimming up to half movement speed
  • m) add/reduce AC by 1
  • n) remove a condition immunity
  • o) prevent Digivolution
  • p) turn a known damage immunity into a damage resistance

Field Hack

Beginning at 15th level, you can Hack the environment. As an Action, you can cause the terrain to be rough terrain in a 20-foot square within 30 feet of yourself. You can only do this once per day. At 18th level, you can alternatively generate a wall 10-feet high, 5-foot wide, 20 feet long within 30 feet of yourself. This wall does not have to be straight, but must be continuous.

Mimic

Every one in a billion Digimon has a chance of being born as an undifferentiated amoeba, a blob that can copy traits and attacks from other Digimon. This Digimon is composed of data from artificial intelligence and medical research. And this Digimon is now your partner. As a sign of your Digimon's odd capabilities, your Digivice is actually a puzzle box that turns like a Rubik's Cube with the screen in the center of a side.

WARNING: Only Childmon can be chosen for this subclass. Ask your DM if this subclass is permitted in the campaign.

Bonus Proficiencies

You gain proficiency in any one skill you do not already possess. You gain proficiency in any one Artisan's tool or instrument.

Deceptive Appearance

Your Digimon partner can copy the appearance of any Digimon it has seen of equal stage for 24 hours. When it Digivolves, it can take the appearance of any Digimon it can see within 60 feet of equal stage. Once per day, you can use your Digivice to copy the appearance of any humanoid of Medium or Large size you have scanned with the Digivice. This transformation lasts for up to 1 hour and ends as a bonus action or when you take damage. Your Digivice can only store 5 humanoid forms at a time. You and your Digimon sound the same while transformed as you sound while not transformed.

Crest

At 5th level, the following options are included with the benefits you can receive from utilizing your Crest:

  • Grant your Digimon proficiency in a skill you are proficient in (but not the Digimon) temporarily
  • Gain proficiency in a skill your Digimon is proficient in (but you are not already proficient in) temporarily
  • An additional transformation of yourself within a 24-hour period
  • Your Digimon can copy an additional attack until combat ends

Disguise Others

Beginning at 7th level, you develop new options while utilizing your Digivice. As an Action, you can transform allies within 30 feet of you, up to your Wisdom modifier (minimum of 1), into creatures of similar size and type that you have seen within the past hour (this includes any of the allies being transformed). This transformation lasts for 20 minutes, or until the individual uses a bonus action to end their transformation (only affects that individual), or until you end the transformation early (this affects everyone). In addition, when Disguise Others or Deceptive Appearance are used, those affected also sound like the creature they transform into.

Fluid Talent

Starting at 10th level, you gain a floating skill proficiency. After each long rest, you can move this floating proficiency to any skill you have no proficiency with. In addition, you also gain Expertise (double proficiency) in any skill you are already proficient with. In addition, you can change your proficiency in one saving throw. You can make this change at the end of each long rest, but one saving throw must always remain Constitution or Intelligence.

Shared Power

At 15th level, you and your Digimon have become in sync. Whenever one of you takes damage, you may distribute up to half the damage dealt to the other, not-attacked one. This feature can be used up to your proficiency bonus per day. Once per day, you can utilize one of the attacks your Digimon has currently copied. This resets at dawn.

Ultimate Mimic Digidestined

At 18th level, you and your Digimon (Rookie or Champion) can merge together and disguise yourselves as a creature (Digimon or otherwise) one size larger than one of you (whomever is larger). This disguise can be of a creature type of you or your Digimon. This disguised form can last up to 8 hours. If you and your Digimon remain in this form during the Initiative roll, you have advantage on the roll. While merged this way, you can use the Actions and bonus actions of both of you. Your movement speed is the faster of either of you, and includes any of the movement types as described on Childmon's and Adultmon's Mimic ability. In addition, Disguise Others has an expanded radius of 90 feet and lasts for up to 1 hour.

Variant Mimic

As a variant option, you may substitute the feature Shared Power with the following:

Borrowed Power

At 15th level, you can copy the abilities of other Digidestined you are acquainted with. After a long rest within 60 feet of another Digidestined, you may copy one of the following abilities based on their subclass:

  • Standard: you copy the Determinator feature
  • Standard: you copy the Team Player feature
  • Armor: you gain proficiency in an artisan tool or skill of your choice
  • Tamer: you gain a copy of a Common card that Tamer possesses
  • Unfurled: you copy the 7th level subclass feature
  • Unfurled: you copy the Charismatic Digimon feature
  • Hacker: you are proficient in History or Sleight of Hand
  • Hacker: you gain Hacker's tools, are proficient using them, and gain basic Hacking feature skills (options a-d)

After each long rest, you lose the the copied abilities unless you choose to keep them. Keeping the abilities means you do not get to change any options (i.e. no changing Tamer card or a proficiency provided by Armor/Hacker) you chose with that feature.

DNA Digivolution (Playtest Material)

Your Digivice contains a submenu that informs you of Digimon DNA you have stored inside of it. At Level 1, this is empty; but you will find DNA to add moving forward. Unlike many of your counterparts, your Digimon's DNA Digivolution will give it a significant power boost. However, this does restrict your options on Digimon, as your Rookie must reach the pre-DNA Digivolution form; this might be a single path where there is no alternate choices. Regardless, you know your Digimon will be stronger than others the moment it can DNA digivolve and each stage above that it can reach.

This is Playtest Material. Unlike other sections of this Class, expect heavy revisions of this section as it develops.

Bonus Proficiencies

You gain proficiency in one additional skill from the Digidestined list and in light armor.

DNA App

Your Digimon starts off with a new submenu for DNA. After every combat, you collect the DNA of every Digimon that took damage from your Digimon. You also collect the DNA of all Rookies in the party during a long rest. If your Digimon dies, your Digivice factory resets, wiping all stored DNA inside it. When you make an Intelligence (History), Wisdom (Animal Handling), or Wisdom (Insight) check on a Digimon whose DNA you already possess, you may double your proficiency bonus on the check if you are already proficient in that skill.

I Don't Have Friends, I Got Family

Starting at 7th level, if your Digimon shares its name, family name (i.e. Agumon includes SnowAgumon, BlackAgumon, ToyAgumon, etc.), or subspecies/variation (i.e. Patamon and Tsukaimon) with any Digimon within 60 feet of itself, each of those Digimon gains 1d6 Bardic Inspiration at the start of each of their turns. This Inspiration Die must be used before the start of their next turn or the Digimon loses it. This ability does not stack with other DNA Digidestined (though, the higher Inspiration will be the default). This feature resets when your Digimon digivolves. The Inspiration Die increases to 1d8 at Level 10 and to 1d10 at Level 15.

DNA Resequencing

At 7th level, your Digivice has determined there is a DNA sequence of a Digimon that can be spliced into your Digimon at a certain stage. For one DigiPoint, your Digivice can scan a 1-mile radius from yourself searching for this Digimon. For 2 DigiPoints, your Digivice can scan the same radius but detect Digimon that can digivolve into the Digimon you are seeking. When your Digivice has the necessary DNA stored, you will unlock a specific DNA Digivolution. Your Digivice cannot lose this DNA.

Ability Score Increase

Beginning at 10th level, your Digimon may increase one ability score by 2, or two ability scores by 1. Your Digimon cannot increase an ability score above 20. These ability score increases affect your Digimon at all stages and cannot change ability scores at different stages.

DNA Tank

At 15th level, your DNA Digimon feels a power inside of itself that allows it to brush off a single attack in battle. Once per long rest, your Digimon can turn a critical hit against it into a normal hit as long as it is at its DNA Digivolution stage or higher.

DNA Power Share

Starting at 18th level, the I Don't Have Friends, I Got Family feature applies to any DNA Digivolution stage Digimon (or higher) within 120 feet of your Digimon while it is also DNA Digivolved (or higher). In addition, when your DNA Digivolved Digimon is within 120 feet of another DNA Digivolved Digimon, your Digmon gains +1 to attack rolls and damage rolls. In addition, if either DNA Digivolved Digimon succeeds in a saving throw both Digimon had to make, both DNA Digimon succeed instead.

Feats

Part 2

Feats

All feats are available at your DM's discretion. However, these feats are available exclusively for Digidestined and are intended to develop more diversity without the need for additional subclasses. Feats can only be taken once unless otherwise stated.

Unfurled Rebranching


  • Prerequisite: Unfurled subclass

As an option, you may choose 3 Champions under the 11th-13th section of the table. Alternatively, you may lose an option to gain a new Ultimate for a 4th Champion at 18th level.

Cooldown Reduction


  • Prerequisite: Tamer subclass

Once per long rest, you may assign one card of your choice a reduced reshuffle period: dawn becomes long rest, long rest becomes short rest, or short rest becomes 10 minutes. If the card of your choice is already pending reshuffle, the normal reshuffle time remains in effect until after it is reshuffled. The card chosen cannot be Legendary.

DigiPoint Up


  • Prerequisite: Level 12 Digidestined

Your DigiPoint maximum is increased by 1. You may take this feat more than once.

Dual Crest


  • Prerequisite: Level 5 Digidestined

You gain a second Crest. It is at your DM's discretion what the new Crest will be. You can only gain the benefits of a single Crest per day, starting at dawn.

Greater Repel Evil


  • Prerequisite: Level 5 Digidestined

Damage dealt with Repel Evil becomes 1d10. At 14th level, the damage increases to 2d10. The range for Repel Evil is increased by 5 feet.

Spare Champion


  • Prerequisite: Level 4 Digidestined & a Digimon with another Champion option

Your Digimon has access to a second Champion Digivolution. Once per day, you may digivolve your Rookie Digimon into this alternate Champion (DigiPoint costs still apply). You cannot use this feat again until dawn.

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D-Terminal 2.0


  • Prerequisite: Armor subclass

You can sense unclaimed Digi-Eggs within 60 feet of you at all times and up to 90 feet from you with a Wisdom (Perception) check. In addition, you may trade Digi-Eggs once every 90 days with another Armor Digivolver; this ability will no longer be applicable when you gain the Egg Hunter feature.

Bigger Hand


  • Prerequisite: Level 8 Digidestined & Tamer subclass

You start combat with an additional card in your hand. You may take this feat up to 3 times.

Experience Cards


  • Prerequisite: Level 4 Digidestined & Tamer subclass

You gain a new card every time you level up, including when taking this feat. This effect occurs before Card Crafting.

Armor Option


  • Prerequisite: Level 4 Digidestined & at least one Armor Digivolution available (Cannot be the Armor Digivolver subclass)

You gain a D-Terminal with a single Digi-Egg of an Armor Digivolution your Digimon can use. Your D-Terminal cannot store more than one Digi-Egg, nor does it possess the feature to sense unclaimed Digi-Eggs.

Digimon Skill Points


You may increase your Digimon's any two ability scores by 1 point each. This increase applies to all Digivolutions.

Emergency Tamer Card


  • Prerequisite: Level 8 Digidestined (Cannot be the Tamer subclass)

You gain a single Common Tamer card. When used, this card cannot be used again until dawn. This feat can be taken more than once.

Recovered Rookie Data


  • Prerequisite: Level 6 Digidestined

Choose another Rookie Digimon. Your Digimon gains one attack or ability of that Digimon at your Rookie and Champion forms (only 1 Champion form if you have more than one available). This feat can only be taken no more than twice.

Elemental Reformatting


  • Prerequisite: Level 4 Digidestined

Once per battle, you may substitute fire, cold, lightning, or acid damage with any of the others for a single attack that uses this damage type (per Stage). Alternatively, you may substitute resistance to fire, cold, lightning, or acid damage with any of the others listed once per battle. You cannot change the attack or resistance Elemental Reformatting is applied to during the battle.

Another Round


  • Prerequisite: Level 8 Digidestined & Tamer subclass

The maximum number of cards you can play per battle increases by 1. In addition, up to one random card in the Reshuffle pile can be shuffled into your Deck before Initiative is rolled. This feat can be taken no more than twice.

Recovered Champion Data


  • Prerequisite: Level 8 Digidestined (Cannot be Unfurled subclass)

Choose a Champion your Rookie Digimon can digivolve into but is not your normal Champion Digimon. Your Digimon gains one attack or ability of that Digimon at Champion and Ultimate forms. If your Digimon does not have an alternate Champion to choose from, your DM will either let you choose three for the DM to pick from or pick one for you at random.

Power Grafting


  • Prerequisite: Level 4 Digidestined

Choose an attack or ability from your Rookie Digimon. Every Digivolution stage above Rookie can now use this attack/ability. The chosen attack/ability must be applicable (ex. An attack that requires flying cannot be used by a Digimon that can't fly) to use.

 

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